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108,155 Commits over 3,867 Days - 1.17cph!

10 Years Ago
Fixed sky not being set on sun shafts
10 Years Ago
Attached fog volume to camera (to render fog) Chanegd FogVolume so we can access/change fog colour via script Got rid of horizon white line (will probably present a bunch of other problems)
10 Years Ago
- Setting the Sky property in TOD_Sun Shafts again - Removed demo scene assets from SE bloom plugin
10 Years Ago
Should fix players over-thinking while they're asleep
10 Years Ago
Fixed splitting/stacking not working properly clientside
10 Years Ago
Improved rock & dirt splat calculation
10 Years Ago
This broke on merge
10 Years Ago
Merged my previous commits to the procgen branch
10 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
10 Years Ago
Converted some of the newly imported assets from binary to text asset storage format Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
10 Years Ago
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
10 Years Ago
Daily merge from main branch
10 Years Ago
Fixed compile error
10 Years Ago
Added item stacking, splitting, merging GameSetup can define whether you want to load a save or not
10 Years Ago
-rest of the jogging animations
10 Years Ago
Increased mountain noise amplitude to reduce probability of flatland worlds
10 Years Ago
Daily merge from main branch
10 Years Ago
Arctic biome test scene base.
10 Years Ago
-tweaked the eoka animations a bit; added some new player jogging animations; (still TODO: jog left/right)
10 Years Ago
Removed unused effects, moved GUIblur to bottom
10 Years Ago
Changed linux build options (test)
10 Years Ago
Adding missing files for Sonic Ether bloom and Colorful
10 Years Ago
Just added a check on the fog volume toggle
10 Years Ago
Added water fog volume in test scene, enabled via WaterEffects.cs
10 Years Ago
- Added Colorful and Sonic Ether's Natural Bloom (image effects) - Some tweaks sky dome prefab default settings - Post processing changes on the main camera prefab
10 Years Ago
Added forest density parameter to spawn handler Tweaked spawn handler forest noise
10 Years Ago
Merge from main branch (again)
10 Years Ago
Merge from main branch
10 Years Ago
Fixed ds compile error
10 Years Ago
Debug camera
10 Years Ago
Resource spawns as part of map load, not 5 seconds after
10 Years Ago
Added LinearFog effect
10 Years Ago
Major terrain generator improvements (still needs internal testing)
10 Years Ago
Changed default water level to always be at world height 0 Made splat map calculation favor sand texture a lot more if underwater
10 Years Ago
EAC launcher fixes
10 Years Ago
Added Data Tables Added Network String Pooling Effects bone name now uses String Pooling Fixed Axe not working
10 Years Ago
Undid garbage collection run in terrain generator since main branch added this as well
10 Years Ago
Daily merge from main branch
10 Years Ago
EAC launcher update
10 Years Ago
This should make swimming proper work
10 Years Ago
Fixed NRE in Reject
10 Years Ago
Added objects command Saves/Loads now use the current map name - not the value of server.level Visibility Grid IsInside always returns true for group 0 Added server bounds to procedural map
10 Years Ago
Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
10 Years Ago
-added the grenade view model with all animations
10 Years Ago
Error prevention
10 Years Ago
Moved all network group and subscription shit into the Facepunch dll Subscriptions now updated at the same time as network group Player's snapshot is now sent `full` Fixed game objects not destroying properly Added SpawnPoint class Replaced respawn coroutine - now linear Fixed player re-spawning twice Fixed inaccuracies in NetworkVisibilityGrid debug drawing Moved VisibilityProvider logic to Facepunch dll Removed INetworkable Removed MutedConnection logic Removed NetworkVisibility class
10 Years Ago
- Added some art test scenes - Added main camera alt prefab - Added a few particle/FX textures and materials (wips) - Added a selection of color grading lookup textures (mostly for funs)
10 Years Ago
Tweaked some calculations in TerrainNoise for further testing
10 Years Ago
Moving as much Networking stuff as possible out of game code
10 Years Ago
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")